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In the early 1990s, fighting simulation video games, or “versus fighters,” enjoyed a surge in popularity. The most prominent of these games were Street Fighter II: The World Warrior (Capcom, 1991) and Mortal Kombat (Midway, 1992). Like many games before and after, Mortal Kombat found itself at the crux of technological innovation and public controversy. While Street Figther II trades in a cartoon aesthetic, the more realistic graphics and over-the-top violence of Mortal Kombat made the game a target for criticism. As the controversy ballooned into a broader cultural debate about violent video games, profits from Mortal Kombat soared. Its console release was a massive success, and the game spawned a continuing series of sequels and spinoffs.

The popularity of Street Fighter II in 1991 inspired Midway to make its own foray into the fighting simulation market. While mimicking the basic gameplay mechanics of that game, Mortal Kombat emphasizes visual realism through its use of digitized images of real martial artists, while simultaneously pushing its violent content into the unreal: In the game's “finishing moves,” characters eviscerate one another with their bare hands, beheading their opponents and ripping out their internal organs.

The game's combination of visual realism and extreme brutality was an unwelcome development in the eyes of many who were already wary of violence in video games. The late 1980s had seen arcade games such as NARC (Midway, 1988) and Splatterhouse (Namco, 1988), which featured graphic depictions of gore and invited players to engage in what some took to be gratuitously violent acts. While those earlier games sparked controversy, Mortal Kombat's extreme popularity made it an opportune target for groups interested in censoring video game content.

Game Violence Leads to a Rating System

Violence in popular culture had long been an issue of concern for parents and others who intuited a connection between the content of a society's fictions and the course taken by the society itself. The violent horror and action films of the 1970s and 1980s had created wariness about media content. Precursors to video games such as pinball machines had long been criticized for their supposed morally corrupting character; when the video arcade emerged in the 1970s, it was quickly seized upon as a place of potential danger for impressionable youths. The combination of violence and gameplay was alarming to some critics, who noted that a child could only watch a movie, but could—and indeed was required to—participate actively in the violence of a video game. The release and popularity of Mortal Kombat in arcades, and the game's home-console release the following year, brought the debate to a fever pitch.

On September 13, 1993, the game was simultaneously released on every major home console, a release dubbed “Mortal Monday” in the game's massive marketing campaign. The success of the home console versions brought the violence of Mortal Kombat into the home; by December of the same year, the U.S. Senate was holding hearings on video game content. The games industry made a move of appeasement, offering to self-police by applying ratings to their products. Even with violent or other potentially objectionable content labeled on video game packaging, concern about games' possible influence on players persisted; 10 years after Mortal Kombat was released, a similar furor erupted around Grand Theft Auto III (Rockstar, 2001).

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